1 / 23

Graphics Programming

Graphics Programming. In this class, we will cover:. The difference between AWT and Swing Creating a frame Frame positioning Displaying information in a frame Using Graphics and Graphics 2D objects The repaint() method Using the drawString() method to draw strings Using Color

dolan
Download Presentation

Graphics Programming

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Graphics Programming

  2. In this class, we will cover: • The difference between AWT and Swing • Creating a frame • Frame positioning • Displaying information in a frame • Using Graphics and Graphics 2D objects • The repaint() method • Using the drawString() method to draw strings • Using Color • Displaying text with multiple fonts

  3. Introduction toGraphics Programming • So far, user interaction has been limited • application parameters and JOptionPane • Users expect more varied interactions • Today we will discuss how to: • resize windows on the screen • display text in a panel • adding color to windows and objects within the window • displaying text with multiple fonts • Next class we will go further and talk about: • displaying 2D and 3D objects • copying an area • displaying images

  4. Introduction toGraphics Programming • After that we will discuss how to: • process events such as keystrokes and mouse clicks • add interface elements like menus and buttons

  5. AWT and Swing • Java 1.0 was introduced with a class library called Abstract Window Toolkit (AWT) • used for basic user interface • delegated creation and behavior of interface elements to the native GUI tookit on the target platform • Windows vs. Solaris vs. Macintosh, etc • Downside to AWT: • Worked well for simple applications but difficult to write high-quality portable graphics • Limited graphics programming to the lowest common denominator. • Different platforms had different bugs

  6. AWT and Swing • In 1996 Sun worked with Netscape to create Swing • In Swing user interface elements are painted onto blank windows • Swing is not a complete replacement of AWT. Instead it works with AWT. • Swing simply gives you more capable user interface components. • However, even though AWT components are still available, you will rarely use them.

  7. Swing • Reasons to choose Swing: • much richer and more convenient set of user interface elements • depends far less on the underlying platform so it is less vulnerable to platform-specific bugs • gives a consistent user experience across platforms • fullfill’s Java’s promise of “Write Once, Run Anywhere” • Easier to use than AWT

  8. How to Create Graphics in Java • Here are the basic steps you need to take to include graphics in your program: • Create a frame • Create a panel • Override the paintComponent() method in your panel

  9. Creating a Frame • A frame is the top-level window (a window that is not contained in another window) • Frames are containers. • Use the JFrame class • This is Swing’s version of frame. • Note: Swing component classes start with a ‘J’. • Swing components are placed in the javax.swing package.

  10. Creating a Frame • see http://www2.bc.edu/~bernier/MC697/LectureNotes/SimpleFrameTest.java

  11. Frame Positioning • Most methods for working the size and position of a frame come from the various superclasses of JFrame. Some important methods include: • the dispose() method: closes the window and reclaims system resources. • the setIconImage() method: takes an Image object to use as the icon when the window is minimized • the setTitle() method: changes the text in the title bar. • the setResizable() method: takes a boolean to determine if a frame will be resizeable by the user. • the setLocation() method: repositions a frame • the setBounds() method: both repositions and resizes a frame. • the setExtendedState(Frame.MAXIMIZED_BOTH): maximizes the size of a frame

  12. Frame Positioning • Note: If you don’t explicitly size the frame, it will default to being 0 by 0 pixels, which is invisible. • In a professional application, you should check the resolution of the user’s screen to determine the appropriate frame size.

  13. Displaying Information in a Panel • It is possible to draw messages and objects directly onto a frame, but this is not considered good programming practice. • In Java frames are really designed to be containers for components such as menu bars and other user interface elements. • You normally draw on another component called a panel. • You add a panel to your frame. • Swing programmers are most concerned with the content pane

  14. Displaying Information in a Panel • The content pane can be obtained this way:Container contentPane = frame.getContentPane(); • Once we have the content pane, we can add a panel to it. • Panels: • implemented by extending the JPanel class • have a surface onto which you can draw • are themselves containers so they can hold other user interface components like menus, buttons, etc.

  15. Displaying Information in a Panel • To draw on a panel you need to: • define a class that extends JPanel • override the paintComponent mehtod in that class • The paintComponent method takes in one parameter of type Graphics.

  16. Displaying Information in a Panel • The Graphics object: • remembers a collection of settings for drawing images and text (e.g. fonts, current color, etc.) • all drawing in Java must go through a Graphics object • has methods to draw patterns, images, and text • These operations are limited though (e.g. can’t vary line thickness or rotate shapes, etc.) • So, Sun created the Graphics2D class which is much more powerful

  17. Displaying Information in a Panel • The Graphics2D object: • is a subclass of the Graphics object • to draw shapes using the Graphics2D object, simply cast the Graphics object in your paintComponent method to a Graphics2D objectpublic void paintComponent(Graphics g) { Graphics2D g2 = (Graphics2D)g; ….}

  18. Displaying Information in a Panel • So, now that we understand the Graphics obect, let’s go back to the paintComponent method • the first line in your override of this method needs to be super.paintComponent(g)so that the superclass method gets executed • never call the paintComponent method yourself in your programs • Every time a window needs to be redrawn (e.g. user resizes a window), an event handler notifies the component causing the paintComponent method to be executed. • To force a repainting of the screen, use the repaint method.

  19. Using the drawString() Method to Draw Text • drawString() method • allows you to draw a String in a Swing window • is a method of the Graphics class • Requires three arguments: • A String • An x-axis coordinate • A y-axis coordinate • Example: • g.drawString(“hello”, 75, 100) draws the string 75 pixels to the right and 100 pixels down starting from the upper left corner of the component.

  20. Drawing Text Using Multiple Fonts • Specify a font by its font face name (font family name with optional suffix) • e.g. Helvetica Bold • To find out which fonts are available on a computer, call the getAvailableFontFamilyNames method of the GraphicsEnvironment class. • see pg. 262 in your books for example code • To draw characters in a font, you must first crate an object of the class Font. • e.g. Font helvb14 = new Font(“Helvetica”, Font.BOLD, 14);

  21. Centering Text • To center text, you need to first get the width and height of the string in pixels. • These dimensions depend on three factors: • the font used • the string • the device on which the font is drawn (e.g. the computer screen) • To get the object that represents the font characteristics of the screen device, call the getFontRenderContext method of the Graphics2D class. It returns an object of the FontRenderContext

  22. Centering Text • The Graphics2D class is a subclass of the Graphics class. • You can instantiate your own Graphics or Graphics 2D objects • The following code returns the rectangle that encloses the string:FontRenderContext context = g2.getFontRenderContext();Rectangle2D bounds = f.getStringBounds(message, context); • See pg. 265 to see the code to use all of this information to center a string in its surrounding panel.

  23. Example of Drawing Text Strings with Fonts • seehttp://www2.bc.edu/~bernier/MC697/LectureNotes/DrawTextTest.java

More Related